Example #1
0
    def update(self, player):
        # execute if this stage isAlive
        if self.isAlive:
            # Thoroughly kill the bullet generated by last stage
            if self.timer < 10:
                for i in parameter.getEnemyBulletSprites():
                    i.kill()
            # Generate Boss
            self.generateBoss()

            # If player has dead in this stage, no bonus
            if player.rect.top < 0 and self.timer > 100:
                self.ifBonus = False
                self.bonus = 0

            # Turn of this stage if boss's Hp < 0 or run out of time
            if self.boss.Hp <= 0:
                self.isAlive = False
                self.isDead = True
                for i in (parameter.getEnemySprites()
                          or parameter.getEnemyBulletSprites()):
                    i.kill()
                if self.ifBonus:
                    parameter.addPoint(self.bonus)
            elif self.timer > self.time:
                self.isAlive = False
                self.isDead = True
                for i in (parameter.getEnemySprites()
                          or parameter.getEnemyBulletSprites()):
                    i.kill()
            # bonus decay by time
            if self.ifBonus:
                self.bonus -= int(self.bonus_origin / 4000)
            self.timer += 1
Example #2
0
 def newEnemy_4():
     enemy = classes.Enemy(name = "enemy", \
                         Hp = 4000, \
                         image = enemyImgList[0], \
                         movePattern = custom.enemyMovePattern_4, \
                         enemyBulletImage = [enemyBulletImgList[9]], \
                         putBulletPattern = [custom.enemyPutBulletPattern_4], \
                         shootBulletPattern = [custom.enemyshootBulletPattern_4], \
                         dropItem = (8, 10))
     parameter.getAllSprites().add(enemy)
     parameter.getEnemySprites().add(enemy)
Example #3
0
 def newEnemy_3():
     enemy = classes.Enemy(name = "enemy", \
                         Hp = 30, \
                         image = enemyImgList[1], \
                         movePattern = custom.enemyMovePattern_3, \
                         enemyBulletImage = [enemyBulletImgList[8]], \
                         putBulletPattern = [custom.enemyPutBulletPattern_3], \
                         shootBulletPattern = [custom.enemyshootBulletPattern_3], \
                         dropItem = (1, 4))
     parameter.getAllSprites().add(enemy)
     parameter.getEnemySprites().add(enemy)
Example #4
0
 def generateBoss(self):
     if not self.ifGenerateBoss:
         self.boss = Enemy(name = self.order, \
                         Hp = self.Hp, \
                         image = self.bossImage, \
                         movePattern = self.bossMovement, \
                         enemyBulletImage = self.bossBulletImage, \
                         putBulletPattern = self.bossPutBulletPattern, \
                         shootBulletPattern = self.bossShootBulletPattern, \
                         dropItem = self.dropItem)
         parameter.getEnemySprites().add(self.boss)
         parameter.getBossSprites().add(self.boss)
         parameter.getAllSprites().add(self.boss)
         self.ifGenerateBoss = True
def findMostCloseEnemy(playerCenter):
    enemyList = [i for i in parameter.getEnemySprites()]
    enemyDistanceList = [
        distance(i.rect.center, playerCenter) for i in enemyList
    ]
    minimun = enemyDistanceList[0]
    minimunIndex = 0
    for i in range(len(enemyDistanceList)):
        if enemyDistanceList[i] < minimun:
            minimun = enemyDistanceList[i]
            minimunIndex = i
    return enemyList[minimunIndex].rect.center
Example #6
0
                stageInitiated = False

            for i in range(len(stageList)):
                if stageList[i].isDead:
                    if i == len(stageList) - 1:
                        parameter.addPoint(10000000 * player.lifes)
                        goodending = True
                        running = False
                    else:
                        stageList[i + 1].isAlive = True
                        stageList[i].isDead = False
                stageList[i].update(player)

            # Move background fast if no enemy
            if parameter.getTimer() > 50 and not bool(
                    parameter.getEnemySprites()):
                for i in parameter.getBackgroundSprites():
                    i.speed = 5
            else:
                for i in parameter.getBackgroundSprites():
                    i.speed = 2

            parameter.getBackgroundSprites().update()
            parameter.getAllSprites().update()

            # Collidision Destction

            # Player_Bullet v.s. Enemy
            for e in parameter.getEnemySprites():
                for pb in parameter.getPlayerBulletSprites():
                    if pygame.sprite.collide_rect(e, pb):